Date of Lesson _April 3, 2008 Time __6pm___ Length of lesson: 10-20 minutes
Curriculum
Area_____Mathematics____ Content Area:___ Probability___
Title of Lesson
(identify concepts taught)________The Horse Race Game_________
Age/Grade
level____4____
Differentiation of
activity is to be provided throughout the lesson plan to ensure that children’s
individual learning needs are met.
1. Learning Objectives
The students will be able to calculate which numbers have the greatest probability of occurring by rolling two dice and adding the two numbers together.
2. Assessment
(a) Learning outcomes of previous lesson related to this topic:
Students should have familiarity with rolling dice, basic addition concepts and basic probability concepts.
(b) Focus of assessment in this lesson (related to objectives)
The focus will be on students’ ability to connect the game to basic probability principles (ex. Two rolled dice having a sum of 2 is less probable than a sum of 7 and why).
(c) Method of assessment used in this lesson (example attached)
Prior to the game, students will be asked: “Based on the rules of the game, which number horse do you think will win the race?” After the game is over, students will then be asked: “Based on the results, do you have any explanation for why horse “A” won and why horse “B” finished last?”
(d) Differentiation (of expected outcomes)
For students that may be visually impaired, dice with raised numbers or dots will be provided.
3.
Mathematics Core Curriculum MST Standard 3
4.RP.5 Justify general claims or conjectures, using manipulatives, models and expressions.
4.S.2 Collect data using observations, surveys, and experiments and record appropriately
4. Materials
2 dice, each a different color
1 “Horse Race” game board
12 game pieces
1 container for the game pieces and dice
1 “Keeping Track” chart
5. Lesson Process
(a) Introduction (2-5 minutes)
Teacher will introduce activity: “We are going to be playing a game that will give us practice with probability problems. The game we are going to play is called, “The Horse Race Game.” Each player will pick a horse to win before the game starts. The horses are labeled by numbers 1 through12. The first player to roll the dice will be determined by whoever has the birthday closest to the day the game is played on. The order will go clockwise from the first player.” The teacher will then ask the participants for a prediction of which horse will win the game. Explain, “When the dice are rolled, the two numbers showing are to be added and the horse labeled with the same number as the sum will move one space towards the finish.” After each roll of the dice have the students record the results on the “Keeping Track” chart. If the red die is 3 and the blue die is 2, then in the box for that result, write the number 5 as it is the sum of red 3 and blue 2. The teacher will now tell the players that “The first horse to the finish line is the winner and the game is at that point over.”
Conclude introduction by asking players if they have any further questions.
(b) Learning procedures relating to objectives (5-10 minutes)
Allow the participants to play the game for 5-10 minutes (or
atleast enough time to play one game in its entirety). While the students are
playing, the teacher will guide the students along while overseeing the game.
If there is only one player for a given board, the teacher may play along in
that game. The teacher will also make sure the players are filling out the
“Keeping Track” chart. At this time the teacher will also note which players
chose the horse with the greatest probability of occurring (7, 6 possible
solutions) and those who chose the horse with the least chance of happening (2
and 12, one solution for each). See chart below for a chart:
(c) Conclusion (3-5 minutes)
Ask players to stop the game where they are and have them fill out the rest of the “Keeping Track” chart if needed. Ask participants which horse they now think has the greatest odds of winning (7) and which horses have the least (2,12) and why. Students will be assessed on their ability to explain that horse 7 has six combinations of two dice to move one spot, and so forth for each horse number.
6. “If time”/ extensions
Students can play game again and predict what their outcome will be. Possible game alternatives would be to have the horse that moved the least in a given amount of time instead of having the horses race to the finish.
7. References (sources used in creating lesson plan)
In All Probability: Investigations in Probability and Statistics- Teacher’s Guide Grades 3-6. LHS GEMS 1999.